The future of Augmented Reality at the workplace will include the use of mixed reality where the digital interfaces and interaction will not involve physical screens. Instead, the information will be viewed in the thin air with headsets or glasses. With the blend of the physical and virtual world, users at the workplace will be able to view the virtual objects and holograms in an infinite space. Users will no longer need physical screens as they will be able to open multiple virtual screens in 3D space which could be repositioned, edited, interacted-with and scaled according to the need. The users will be able to project the presentations in their field of view and in front of them without the use of a projector or whiteboard. They will have the ability to overlay the digital displays on walls, tables and air which will help them to visualize the data in 3D for the ease of real-time modification in a collaborative manner.Users will also be able to customize their workplace by changing the aesthetics of their office and changing the view from their seat depending on their mood and the day.

Singapore
One of the leading countries in the world in educational technology research is Singapore. Singapore is constantly adapting to the changing world, especially on the side of technology. So what does the future of technology in the classroom look like? Singapore is the perfect education system to monitor and observe since it is trying develop educational technology pedagogy to its' curriculum. A lot of research and studies have taken place in order for the education system to develop into a leading technological powerhouse. Educators in Singapore are focused on the success of their students, which only can be achieved through the help of the parents. The parents play a vital role in Singapore's education system; however, success according to Singapore's vision is a variety of strategies and critical thinking. Educational technology also plays a factor in student engagement since today's youth no matter what culture, race or background are attracted to technology. Singapore is currently observing several schools that have implemented AR/VR/MR/XR programs.
The next step in VR/AR/MR is XR or Extended Reality. XR is known as immersive technology, which can merge the virtual world and physical world into a unified experience. XR may sound a lot like AR or MR. The ideology of XR is combining all aspects of VR/AR/MR into one platform. A possible example of XR in the future is the movie, "Ready Player One". XR basically extends the potential of all digital realities.

The future of augmented reality in music will see further use by more artists in terms of marketing. This technology is becoming for more approach and accessible for artists to create an experience, and engagement, for their users. YouTube has already adopted the AR music videos from John Mayer, the Weeknd, and many more. Spotify has begun to embrace it with Sam Smith, and with their Magic Leap World experience. In a recent Forbes article, they say that “it is estimated that in the next couple of years advertisers will spend billions of dollars on AR advertising.”
This is heading towards bringing a high-quality augmented reality musical experience to your home with spatial audio and spatial computing. In an interview at CES 2021, musician, and tech entrepreneur, will.i.am, says that VR will be “boom” in the industry. He gives a “get out of here!” to the one who “cracks the social immersive experience in VR.” Facebook’s Mark Zuckerberg may well be on the way to crack that. A recent article states that Facebook is “investing deeply in mixed reality technologies and that AR/VR is the next step in social intereaction.
The future of virtual and augmented reality gaming still faces several constraints that would see these forms of entertainment blasting off. Virtual reality devices' modularity still often requires headsets to be tethered to expensive personal computers. This is a hidden cost that often discourages users and pushed buyers to purchase traditional home consuls like Play stations and Nintendo products. The other limitation of user's mobility and flexibility for virtual reality heads set is another constraint. Being unable to move a virtual reality set-up around the home to avoid disturbing others and clear a large amount of space for play is another hindrance. Augmented reality faces quite the opposite problem. It requires users to engage with their surrounding environment to provide an augments experience. Often putting users at risk when out in public. Mobile devices also struggle to provide enough processing power to give users a truly immersing augmented reality experiences. The technical specification required from mobile devices have not yet caught up to what is possible. Another limitation is the development of games. It is difficult to encourage game developers to produce entertaining high-budget games without product sales. It is also difficult to see product sales increase without big names game titles like other more traditional gaming consoles have established. Both Virtual and augmented reality gaming has fallen prey to the old idiom of putting the cart before the horse. With eager product developers pushing the envelope before addressing such concerns listed above, virtual and augmented reality gaming may continue to flounder until such constraints are addressed.

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